This bug report is a parity issue with Java.
Summary:
In the bedrock version, instead of disappearing into the fog that comes from powder snow, the entities simply does not appear when it is 0.5 blocks away from the player (approximately). In the Java version, it disappears into the fog rather than abruptly disappearing in front of the player.
This definitely affects items and mobs, and possibly arrows (but I'm not sure). I guess that affects all entities.
Steps to reproduce:
Place powder snow three blocks high and two blocks long.
Summon a mob at one end.
Stand on the other end (in powder snow) and slowly walk towards the mob.
Observed results:
The mob will suddenly appear in the player's field of vision.
Expected results:
The mob will appear smoothly as in the Java version.
Video:
Java
Bedrock
Notes:
The shadow that is visible from entities in Java is a mistake MC-219212.
Linked issues
is duplicated by 1
Attachments
Comments 7
The reason entities appear and disappear abruptly at "about 0.5 blocks away" is because
Power snow fog visibility is 2.0 blocks.
Distance is measured from the player's eyes to the exact entity location, which for mobs is the bottom of their feet. The player's eyes are at +1.62 Y
Entities outside of any render limit (fog, entity, or chunk) do not get rendered by the client.
I think the easiest way to fix this would be to make entities not be affected by fog render limits.
The reason entities appear and disappear abruptly at "about 0.5 blocks away" is because
Power snow fog visibility is 2.0 blocks.
Distance is measured from the player's eyes to the exact entity location, which for mobs is the bottom of their feet. The player's eyes are at +1.62 Y
Entities outside of any render limit (fog, entity, or chunk) do not get rendered by the client.
I think the easiest way to fix this would be to make entities not be affected by fog render limits.
In 1.20.80.22 Preview the distance to fog_end appears to be measured from a box around the player instead of the player's eyes, similar to how mele_box_attack has replaced mele_attack. This makes entities fade in and out of fog more consistently, but they still abruptly appear/disappear at the edge of fog_end.
Another possible solution, aside from making fog_end not apply to entity rendering at all, would be to extend entity rendering by a couple of blocks farther than fog_end.
In 1.20.80.22 Preview the distance to fog_end appears to be measured from a box around the player instead of the player's eyes, similar to how mele_box_attack has replaced mele_attack. This makes entities fade in and out of fog more consistently, but they still abruptly appear/disappear at the edge of fog_end.
Another possible solution, aside from making fog_end not apply to entity rendering at all, would be to extend entity rendering by a couple of blocks farther than fog_end.